diff --git a/EndlessVendetta/Source/EndlessVendetta/Workbench&Attachments/SilencerAttachmentClass.cpp b/EndlessVendetta/Source/EndlessVendetta/Workbench&Attachments/SilencerAttachmentClass.cpp index e40f0844..7f31f73b 100644 --- a/EndlessVendetta/Source/EndlessVendetta/Workbench&Attachments/SilencerAttachmentClass.cpp +++ b/EndlessVendetta/Source/EndlessVendetta/Workbench&Attachments/SilencerAttachmentClass.cpp @@ -20,7 +20,7 @@ void USilencerAttachmentClass::BeginPlay() { Super::BeginPlay(); - // ... + // ADD THE LOGIC HERE LATER AFTER DEMO TO ACTUALLY MAKE THE GUN "SILENT" EVEN THO WE HAVE NO AUDIO IN THE GAME. } diff --git a/EndlessVendetta/Source/EndlessVendetta/Workbench&Attachments/SilencerAttachmentClass.h b/EndlessVendetta/Source/EndlessVendetta/Workbench&Attachments/SilencerAttachmentClass.h index a5053c3c..c84b624f 100644 --- a/EndlessVendetta/Source/EndlessVendetta/Workbench&Attachments/SilencerAttachmentClass.h +++ b/EndlessVendetta/Source/EndlessVendetta/Workbench&Attachments/SilencerAttachmentClass.h @@ -23,4 +23,7 @@ protected: public: // Called every frame virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override; + + UPROPERTY(EditAnywhere) + UStaticMeshComponent* SilencerMesh; };